CROSS-REFERENCE TO RELATED APPLICATION(S)
FIELD OF THE INVENTION
[0002] The present invention generally relates to systems and methods configured to facilitate
interactive virtual and augmented reality environments for one or more users.
BACKGROUND
[0003] Modern computing and display technologies have facilitated the development of systems
for so-called "virtual reality" or "augmented reality" experiences, wherein digitally
reproduced images or portions thereof are presented to a user in a manner where they
seem to be, or may be perceived as, real. A virtual reality (VR) scenario typically
involves presentation of digital or virtual image information without transparency
to other actual real-world visual input, whereas an augmented reality (AR) scenario
typically involves presentation of digital or virtual image information as an augmentation
to visualization of the actual world around the end user.
[0004] For example, referring to Fig. 1, an augmented reality scene 4 is depicted wherein
a user of an AR technology sees a real-world park-like setting 6 featuring people,
trees, buildings in the background, and a concrete platform 8. In addition to these
items, the end user of the AR technology also perceives that he or she "sees" a robot
statue 10 standing upon the real-world platform 8, and a cartoon-like avatar character
12 flying by which seems to be a personification of a bumble bee, even though these
elements 10, 12 do not exist in the real world. As it turns out, the human visual
perception system is very complex, and producing a VR or AR technology that facilitates
a comfortable, natural-feeling, rich presentation of virtual image elements amongst
other virtual or real-world imagery elements is challenging.
[0005] VR and AR systems typically employ head-worn displays (or helmet-mounted displays,
or smart glasses) that are at least loosely coupled to a user's head, and thus move
when the end user's head moves. If the end user's head motions are detected by the
display system, the data being displayed can be updated to take the change in head
pose (i.e., the orientation and/or location of user's head) into account.
[0006] As an example, if a user wearing a head-worn display views a virtual representation
of a three-dimensional (3D) object on the display and walks around the area where
the 3D object appears, that 3D object can be re-rendered for each viewpoint, giving
the end user the perception that he or she is walking around an object that occupies
real space. If the head-worn display is used to present multiple objects within a
virtual space (for instance, a rich virtual world), measurements of head pose can
be used to re-render the scene to match the end user's dynamically changing head location
and orientation and provide an increased sense of immersion in the virtual space.
[0007] Head-worn displays that enable AR (i.e., the concurrent viewing of real and virtual
elements) can have several different types of configurations. In one such configuration,
often referred to as a "video see-through" display, a camera captures elements of
a real scene, a computing system superimposes virtual elements onto the captured real
scene, and a non-transparent display presents the composite image to the eyes. Another
configuration is often referred to as an "optical see-through" display, in which the
end user can see through transparent (or semitransparent) elements in the display
system to view directly the light from real objects in the environment. The transparent
element, often referred to as a "combiner," superimposes light from the display over
the end user's view of the real world.
[0008] In VR and AR systems, it is desirable to increase the quality of the experience and/or
the engagement between the user and the VR/AR system by eliminating or de-emphasizing
factors that are found to discourage or prevent satisfactory engagement, while emphasizing
factors that are found to encourage or increase such engagement. Traditionally, a
focus group of users is assembled to test the hardware and/or software of the VR/AR
systems. The users can be queried regarding the features that they liked or disliked.
Their responses can then be analyzed and use to redesign or otherwise modify the hardware/software
features of the VR/AR systems off-line. Although the use of off-line focus groups
generally results in improvements in the user experience with the VR/AR system that
is being tested, this technique does not tailor the VR/AR system to a particular user,
does not take into account the user's subconscious motivations for engaging the VR/AR
system, may be relatively costly and time-consuming due to the repeated use of focal
groups to iteratively make improvements in the VR/AR system.
[0009] There, thus, is a need to increase the quality of the experience and/or the engagement
between the user and a VR/AR system.
SUMMARY
[0010] In accordance with a first aspect of the present inventions, a method of operating
a virtual image generation system comprises allowing an end user to interact with
a three-dimensional environment comprising at least one virtual object. Allowing the
end user to interact with the three-dimensional environment may comprise rendering
a plurality of synthetic image frames of a three-dimensional environment, and sequentially
displaying the synthetic image frames to the end user. The synthetic image frames
may be displayed in the field of view of the end user via a frame structure mounted
to the head of the end user, and may be superimposed over a real scene visualized
by the end user.
[0011] The method further comprises presenting a stimulus (e.g., visually or aurally) to
the end user in the context of the three-dimensional environment, sensing at least
one biometric parameter of the end user in response to the presentation of the stimulus
to the end user, and generating biometric data for each of the sensed biometric parameter(s).
In one embodiment, the biometric parameter(s) of the end user are sensed at a plurality
of different times in response to the presentation of the stimulus, and the biometric
data is generated at these different times. The sensed biometric parameter(s) may
comprise at least one facial expression (e.g., one or both of an attitude of the mouth
and crow's feet around the eyes of the end user), hunching of shoulders, respiration
rate, heart rate, body temperature, blood pressure, frequency and/or location of hand
movements, frequency and/or location of body twitches, elapsed time between eye movements,
and a micro-expression.
[0012] The method further comprises determining if the end user is in at least one specific
emotional state (e.g., one of anger, contempt, disgust, fear, happiness, sadness,
surprise, confusion, shame, attentiveness, exhaustion, relaxation, frustration, boredom,
embarrassment) based on the biometric data for each of the sensed biometric parameter(s).
The sensed biometric parameter(s) may comprise a plurality of different sensed biometric
parameters, in which case, determining if the end user is in the specific emotional
state(s) may comprise performing a pattern recognition analysis on the generated biometric
data. For example, if the sensed biometric parameter(s) comprises an attitude of the
mouth and crow's feet around the eyes of the end user), the specific emotional state(s)
may be determined to comprise happiness.
[0013] Determining if the end user is in the specific emotional state(s) may comprise comparing
the generated biometric data to reference biometric data correlated to the at least
one specific emotional state. For example, the generated biometric data for one of
the sensed biometric parameter(s) may be a biometric scalar data value, and the reference
biometric data may comprise a reference biometric value range, in which case, comparing
the generated biometric data to the reference biometric data may comprise determining
whether the biometric scalar data value falls within the reference biometric value
range. As another example, the generated biometric data for one of the sensed biometric
parameter(s) may be a biometric multi-dimensional data vector, and the reference biometric
data may comprise a reference biometric multi-dimensional data vector, in which case,
comparing the generated biometric data to the reference biometric data may comprise
performing a correlation function between the generated biometric multi-dimensional
data vector and the reference biometric multi-dimensional data vector. In an optional
embodiment, determining if the end user is in the specific emotional state may further
comprise retrieving the reference biometric data from a custom emotional state profile
of the end user.
[0014] The method further comprises performing an action discernible to the end user to
facilitate a current objective at least partially based on if it is determined that
the end user is in the specific emotional state(s).
[0015] In one embodiment, the current objective is to evoke a desired emotional state in
the end user for a desired duration, or to not evoke an undesired emotional state
in the end user for a desired duration, or to evoke a plurality of different desired
emotional states in the end user for a desired duration; for example, for one time
in a relevant period of time, a plurality of times in a relevant period of time, or
continuously over a relevant period of time.
[0016] For example, the current objective may be to evoke a desired emotional state in the
end user for a desired duration, the specific emotional state(s) may be consistent
with the desired emotional state. If the end user is determined to be in the specific
emotional state(s) for the desired duration, the action performed may comprise making
the stimulus more available to the end user, and in contrast, if the end user is determined
to not be in the specific emotional state(s) for the desired duration, the action
performed may comprise making the stimulus less available to the end user.
[0017] As another example, the current objective may be to not evoke an undesired emotional
state in the end user for a desired duration, and the specific emotional state(s)
may be consistent with the undesired emotional state. If the end user is determined
to not be in the at least one specific emotional state for the desired duration, the
action performed may comprise making the stimulus more available to the end user,
and in contrast, if the end user is determined to be in the specific emotional state(s)
for the desired duration, the action performed may comprise making the stimulus less
available to the end user.
[0018] As still another example, the current objective may be to evoke a plurality of different
desired emotional states in the end user for a desired duration, and the plurality
of different emotional states may be consistent with the plurality of desired emotional
states. If the end user is determined to be in the plurality of different emotional
states for the desired duration, the action performed may comprise making the stimulus
more available to the end user, and in contrast, if the end user is determined to
not be in the plurality of different emotional states for the desired duration, and
action performed may comprise making the stimulus less available to the end user.
[0019] In another embodiment, the stimulus takes the form of a video game, program, musical
background piece, reward, virtual object, or alert, in which case, the action performed
may comprise making the video game, program, musical background piece, reward, virtual
object, or alert more available or less available to the end user. In still another
embodiment, the stimulus takes the form of a feature of a video game, program, musical
background piece, reward, virtual object, or alert, in which case, the action performed
may comprise making the video game, program, musical background piece, reward, or
alert more available or less available to the end user.
[0020] In still another embodiment, the stimulus takes the form of a strategy video game,
the current objective is to beat the end user at the strategy video game, in which
case, the action performed may comprise making a game move using the specific emotional
state determination against the end user. For example, the strategy video game may
be a playing card video game (e.g., a poker video game) having one or more simulated
players that play against the end user, and the specific emotional state(s) may be
one that indicates whether or not the end user is bluffing, in which case, the action
performed may comprise the simulated player(s) playing cards against the end user
using knowledge of whether or not the end user is bluffing.
[0021] In yet another embodiment, the stimulus takes the form of a question presented to
the end user, and the current objective is to determine whether or not the end user
is lying in response to the question, in which case, the action performed may comprise
informing the end user whether or not the end user is lying using the specific emotional
state determination.
[0022] In yet another embodiment, the stimulus takes the form of a plurality of options
presented to the end user, and the current objective is to determine which one of
the plurality of objects the end user is thinking of, in which case, the action performed
may comprise informing the end user which object the end user is thinking of using
the specific emotional state determination.
[0023] In yet another embodiment, the stimulus takes the form of a simulated face, and the
current objective is to make the end user laugh, in which case, the action performed
may comprise determining if the end user is about to laugh using the specific emotional
state determination, and modifying the simulated face to make the end user laugh.
[0024] In accordance with a second aspect of the present inventions, a method of operating
a virtual image generation system comprises allowing an end user to interact with
a three-dimensional environment comprising at least one virtual object. Allowing the
end user to interact with the three-dimensional environment may comprise rendering
a plurality of synthetic image frames of a three-dimensional environment, and sequentially
displaying the synthetic image frames to the end user. The synthetic image frames
may be displayed in the field of view of the end user via a frame structure mounted
to the head of the end user, and may be superimposed over a real scene visualized
by the end user.
[0025] The method further comprises presenting a stimulus (e.g., visually or aurally) to
the end user in the context of the three-dimensional environment. The stimulus may
be, e.g., a video game, program, musical background piece, reward, virtual object,
or alert, or feature thereof.
[0026] The method further comprises sensing at least one biometric parameter of the end
user in response to the presentation of the stimulus to the end user, and generating
biometric data for each of the sensed biometric parameter(s). In one embodiment, the
biometric parameter(s) of the end user are sensed at plurality of different times
in response to the presentation of the stimulus, and the biometric data is generated
at these different times. The sensed biometric parameter(s) may comprise at least
one facial expression (e.g., one or both of an attitude of the mouth and crow's feet
around the eyes of the end user), hunching of shoulders, respiration rate, heart rate,
body temperature, blood pressure, frequency and/or location of hand movements, frequency
and/or location of body twitches, elapsed time between eye movements, and a micro-expression.
[0027] The method further comprises correlating the generated biometric data to a specific
emotional state (e.g., at least one of anger, contempt, disgust, fear, happiness,
sadness, surprise, confusion, shame, attentiveness, exhaustion, relaxation, frustration,
boredom, embarrassment) of the end user. In one embodiment, the generated biometric
data is correlated to the specific emotional state with a particular confidence level.
In one embodiment, correlating the generated biometric data to the specific emotional
state comprises tracking a duration (e.g., one of a period of time and a number of
times the stimulus is presented to the end user that the end user interacts with the
three-dimensional environment while the stimulus is presented to the end user), comparing
the tracked duration to a threshold duration, and correlating the generated biometric
data to the specific emotional state based on the comparison. In another embodiment,
correlating the generated biometric data to the specific emotional state comprises
repeating the stimulus presenting, biometric parameter sensing, and biometric data
generating steps several times with different stimuli to evoke different emotional
states or different extents of an emotional state in the end user, and selecting the
biometric data that best matches the specific emotional state.
[0028] The method further comprises deriving reference biometric data from the correlated
biometric data, and storing the reference biometric data in correlation with the specific
emotional state in a custom profile of the end user. In one embodiment, the generated
biometric data for one of the sensed biometric parameter(s) is a biometric scalar
data value, and the reference biometric data comprises a reference biometric value
range. In another embodiment, the generated biometric data for one of the sensed biometric
parameter(s) is a biometric multi-dimensional data vector, and the reference biometric
data comprises a reference biometric multi-dimensional data vector.
[0029] An optional method further comprising presenting a subsequent stimulus (which may
be different from the previously presented stimulus) to the end user in the context
of another three-dimensional environment, sensing the at least one sensed biometric
parameter of the end user in response to the subsequently presented stimulus, generating
biometric data for each of the biometric parameter(s) sensed in response to the subsequently
presented stimulus, retrieving the reference biometric data from the custom profile,
comparing the generated biometric data to the retrieved reference biometric data,
and determining that the end user is in the specific emotional state based on the
comparison.
[0030] The invention can also be directed to the following items:
- 1. A method of operating a virtual image generation system, comprising: allowing an
end user to interact with a three-dimensional environment comprising at least one
virtual object; presenting a stimulus to the end user in the context of the three-dimensional
environment; sensing at least one biometric parameter of the end user in response
to the presentation of the stimulus to the end user; generating biometric data for
each of the at least one sensed biometric parameter; determining if the end user is
in at least one specific emotional state based on the biometric data for the each
of the at least one sensed biometric parameter; and performing an action discernible
to the end user to facilitate a current objective at least partially based on if it
is determined that the end user is in the at least one specific emotional state.
- 2. The method of item 1, wherein the current objective is to evoke a desired emotional
state in the end user for a desired duration, or to not evoke an undesired emotional
state in the end user for a desired duration, or to evoke a plurality of different
desired emotional states in the end user for a desired duration.
- 3. The method of item 2, wherein the desired duration is for one time in a relevant
period of time, a plurality of times in a relevant period of time, or continuously
over a relevant period of time.
- 4. The method of item 2, wherein the current objective is to evoke a desired emotional
state in the end user for a desired duration, the at least one specific emotional
state is consistent with the desired emotional state, the end user is determined to
be in the at least one specific emotional state for the desired duration, and performing
the action comprises making the stimulus more available to the end user.
- 5. The method of item 2, wherein the current objective is to evoke a desired emotional
state in the end user for a desired duration, the at least one specific emotional
state is consistent with the desired emotional state, the end user is determined to
not be in the at least one specific emotional state for the desired duration, and
performing the action comprises making the stimulus less available to the end user.
- 6. The method of item 2, wherein the current objective is to not evoke an undesired
emotional state in the end user for a desired duration, the at least one specific
emotional state is consistent with the undesired emotional state, the end user is
determined to not be in the at least one specific emotional state for the desired
duration, and performing the action comprises making the stimulus more available to
the end user.
- 7. The method of item 2, wherein the current objective is to not evoke an undesired
emotional state in the end user for a desired duration, the at least one specific
emotional state is consistent with the undesired emotional state, the end user is
determined to be in the at least one specific emotional state for the desired duration,
and performing the action comprises making the stimulus less available to the end
user.
- 8. The method of item 2, wherein the at least one specific emotional state comprises
a plurality of different emotional states.
- 9. The method of item 8, wherein the current objective is to evoke a plurality of
different desired emotional states in the end user for a desired duration, the plurality
of different emotional states is consistent with the plurality of desired emotional
states, the end user is determined to be in the plurality of different emotional states
for the desired duration, and performing the action comprises making the stimulus
more available to the end user.
- 10. The method of item 8, wherein the current objective is to evoke a plurality of
different desired emotional states in the end user for a desired duration, the plurality
of different emotional states is consistent with the plurality of desired emotional
states, the end user is determined to not be in the plurality of different emotional
states for the desired duration, and performing the action comprises making the stimulus
less available to the end user.
- 11. The method of item 2, wherein the stimulus takes the form of a video game, program,
musical background piece, reward, virtual object, or alert, and performing the action
comprises making the video game, program, musical background piece, reward, virtual
object, or alert more available or less available to the end user.
- 12. The method of item 2, wherein the stimulus takes the form of a feature of a video
game, program, musical background piece, reward, virtual object, or alert, and performing
the action comprises making the video game, program, musical background piece, reward,
or alert more available or less available to the end user.
- 13. The method of item 1, wherein the stimulus takes the form of a strategy video
game, the current objective is to beat the end user at the strategy video game, and
performing the action comprises making a game move using the specific emotional state
determination against the end user.
- 14. The method of item 13, wherein the strategy video game is a playing card video
game having one or more simulated players that play against the end user, the at least
one specific emotional state is one that indicates whether or not the end user is
bluffing, and performing the action comprises the one or more simulated players playing
cards against the end user using knowledge of whether or not the end user is bluffing.
- 15. The method of item 14, wherein the playing card video game is a poker video game.
- 16. The method of item 1, wherein the stimulus takes the form of a question presented
to the end user, the current objective is to determine whether or not the end user
is lying in response to the question, and performing the action comprises informing
the end user whether or not the end user is lying using the specific emotional state
determination.
- 17. The method of item 1, wherein the stimulus takes the form of a plurality of options
presented to the end user, the current objective is to determine which one of the
plurality of objects the end user is thinking of, and performing the action comprises
informing the end user which object the end user is thinking of using the specific
emotional state determination.
- 18. The method of item 1, wherein the stimulus takes the form of a simulated face,
the current objective is to make the end user laugh, and performing the action comprises
determining if the end user is about to laugh using the specific emotional state determination,
and modifying the simulated face to make the end user laugh.
- 19. The method of item 1, wherein the at least one biometric parameter of the end
user is sensed at plurality of different times in response to the presentation of
the stimulus, and the biometric data is generated at these different times.
- 20. The method of item 1, wherein the stimulus is visually presented or aurally presented
to the end user.
- 21. The method of item 1, wherein the at least one sensed biometric parameter comprises
a plurality of different sensed biometric parameters.
- 22. The method of item 21, wherein determining if the end user is in the at least
one specific emotional state comprises performing a pattern recognition analysis on
the generated biometric data.
- 23. The method of item 1, wherein the at least one sensed biometric parameter comprises
at least one facial expression.
- 24. The method of item 23, wherein the least one facial expression is one or both
of an attitude of the mouth and crow's feet around the eyes of the end user.
- 25. The method of item 24, wherein the at least one specific emotional state comprises
happiness.
- 26. The method of item 1, wherein the at least one sensed biometric parameter comprises
at least one of a facial expression, hunching of shoulders, respiration rate, heart
rate, body temperature, blood pressure, frequency and/or location of hand movements,
frequency and/or location of body twitches, and elapsed time between eye movements.
- 27. The method of item 1, wherein the at least one sensed biometric parameter comprises
at least one micro-expression.
- 28. The method of item 1, wherein the at least one specific emotional state comprises
at least one of anger, contempt, disgust, fear, happiness, sadness, surprise, confusion,
shame, attentiveness, exhaustion, relaxation, frustration, boredom, embarrassment.
- 29. The method of item 1, wherein determining if the end user is in the at least one
specific emotional state comprises comparing the generated biometric data to reference
biometric data correlated to the at least one specific emotional state.
- 30. The method of item 29, wherein the generated biometric data for one of the at
least one sensed biometric parameter is a biometric scalar data value, the reference
biometric data comprises a reference biometric value range, and comparing the generated
biometric data to the reference biometric data comprises determining whether the biometric
scalar data value falls within the reference biometric value range.
- 31. The method of item 29, wherein the generated biometric data for one of the at
least one sensed biometric parameter is a biometric multi-dimensional data vector,
the reference biometric data comprises a reference biometric multi-dimensional data
vector, and comparing the generated biometric data to the reference biometric data
comprises performing a correlation function between the generated biometric multi-dimensional
data vector and the reference biometric multi-dimensional data vector.
- 32. The method of item 29, wherein determining if the end user is in the at least
one specific emotional state further comprises retrieving the reference biometric
data from a custom emotional state profile of the end user.
- 33. The method of item 1, wherein allowing the end user to interact with the three-dimensional
environment comprises rendering a plurality of synthetic image frames of a three-dimensional
environment, and sequentially displaying the synthetic image frames to the end user.
- 34. The method of item 33, wherein the synthetic image frames are projected from a
transparent display surface in the field of view of the end user via a frame structure
mounted to the head of the end user.
- 35. The method of item 33, wherein the synthetic image frames are superimposed over
a real scene visualized by the end user.
- 36. A method of operating a virtual image generation system, comprising: allowing
an end user to interact with a three-dimensional environment comprising at least one
virtual object; presenting a stimulus to the end user in the context of the three-dimensional
environment; sensing at least one sensed biometric parameter of the end user in response
to the presented stimulus; generating biometric data for each of the at least one
sensed biometric parameter; correlating the generated biometric data to a specific
emotional state of the end user; deriving reference biometric data from the correlated
biometric data; and storing the reference biometric data in correlation with the specific
emotional state in a custom profile of the end user.
- 37. The method of item 36, wherein the generated biometric data is correlated to the
specific emotional state with a particular confidence level.
- 38. The method of item 36, wherein correlating the generated biometric data to the
specific emotional state comprises tracking a duration that the end user interacts
with the three-dimensional environment while the stimulus is presented to the end
user.
- 39. The method of item 38, wherein correlating the generated biometric data to the
specific emotional state further comprises comparing the tracked duration to a threshold
duration, and correlating the generated biometric data to the specific emotional state
based on the comparison.
- 40. The method of item 39, wherein the duration is one of a period of time and a number
of times the stimulus is presented to the end user.
- 41. The method of item 36, wherein correlating the generated biometric data to the
specific emotional state comprises: repeating the stimulus presenting, biometric parameter
sensing, and biometric data generating steps several times with different stimuli
to evoke different emotional states or different extents of an emotional state in
the end user; and selecting the biometric data that best matches the specific emotional
state.
- 42. The method of item 36, further comprising: presenting a subsequent stimulus to
the end user in the context of another three-dimensional environment; sensing the
at least one sensed biometric parameter of the end user in response to the subsequently
presented stimulus; generating biometric data for each of the at least one sensed
biometric parameter sensed in response to the subsequently presented stimulus; retrieving
the reference biometric data from the custom profile; comparing the generated biometric
data to the retrieved reference biometric data; and determining that the end user
is in the specific emotional state based on the comparison.
- 43. The method of item 42, wherein the subsequent stimulus is different from the previously
presented stimulus.
- 44. The method of item 36, wherein the stimulus is visually presented or aurally presented
to the end user.
- 45. The method of item 36, wherein the stimulus is a video game, program, musical
background piece, reward, virtual object, or alert.
- 46. The method of item 36, wherein the stimulus is a feature of a video game, program,
musical background piece, reward, virtual object, or alert.
- 47. The method of item 36, wherein the at least one sensed biometric parameter comprises
a plurality of different sensed biometric parameters.
- 48. The method of item 36, wherein the at least one sensed biometric parameter comprises
at least one facial expression.
- 49. The method of item 48, wherein the least one facial expression is one or both
of an attitude of the mouth and crow's feet around the eyes of the end user.
- 50. The method of item 49, wherein the at least one specific emotional state comprises
happiness.
- 51. The method of item 36, wherein the at least one sensed biometric parameter comprises
at least one of a facial expression, hunching of shoulders, respiration rate, heart
rate, body temperature, blood pressure, frequency and/or location of hand movements,
frequency and/or location of body twitches, and elapsed time between eye movements.
- 52. The method of item 36, wherein the at least one sensed biometric parameter comprises
at least one micro-expression.
- 53. The method of item 36, wherein the at least one specific emotional state comprises
at least one of anger, contempt, disgust, fear, happiness, sadness, surprise, confusion,
shame, attentiveness, exhaustion, relaxation, frustration, boredom, embarrassment.
- 54. The method of item 36, wherein the generated biometric data for one of the at
least one sensed biometric parameter is a biometric scalar data value, and the reference
biometric data comprises a reference biometric value range.
- 55. The method of item 36, wherein the generated biometric data for one of the at
least one sensed biometric parameter is a biometric multi-dimensional data vector,
and the reference biometric data comprises a reference biometric multi-dimensional
data vector.
- 56. The method of item 36, wherein allowing the end user to interact with the three-dimensional
environment comprises rendering a plurality of synthetic image frames of a three-dimensional
environment, and sequentially displaying the synthetic image frames to the end user.
- 57. The method of item 56, wherein the synthetic image frames are displayed on a display
surface positioned in the field of view of the end user via a frame structure mounted
to the head of the end user.
- 58. The method of item 56, wherein the synthetic image frames are superimposed over
a real scene visualized by the end user.
[0031] Additional and other objects, features, and advantages of the invention are described
in the detail description, figures and claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0032] The drawings illustrate the design and utility of preferred embodiments of the present
invention, in which similar elements are referred to by common reference numerals.
In order to better appreciate how the above-recited and other advantages and objects
of the present inventions are obtained, a more particular description of the present
inventions briefly described above will be rendered by reference to specific embodiments
thereof, which are illustrated in the accompanying drawings. Understanding that these
drawings depict only typical embodiments of the invention and are not therefore to
be considered limiting of its scope, the invention will be described and explained
with additional specificity and detail through the use of the accompanying drawings
in which:
Fig. 1 is a picture of a three-dimensional augmented reality scene that can be displayed
to an end user by a prior art augmented reality generation device;
Fig. 2 is a block diagram of an augmented reality system constructed in accordance
with one embodiment of the present inventions;
Fig. 3a is a view of one technique that can be used to wear the augmented reality
system of Fig. 2;
Fig. 3b is a view of another technique that can be used to wear the augmented reality
system of Fig. 2;
Fig. 3c is a view of still another one technique that can be used to wear the augmented
reality system of Fig. 2;
Fig. 3d is a view of yet another one technique that can be used to wear the augmented
reality system of Fig. 2;
Fig. 4 is a flow diagram illustrating a method of operating the augmented reality
system of Fig. 2 to generate a custom emotional state profile for an end user; and
Fig. 5 is a flow diagram illustrating a method of operating the augmented reality
system of Fig. 2 to perform actions based on sensing emotional states in the end user.
DETAILED DESCRIPTION
[0033] The description that follows relates to display systems and methods to be used in
augmented reality systems. However, it is to be understood that the while the invention
lends itself well to applications in augmented reality, the invention, in its broadest
aspects, may not be so limited. For example, the invention can be applied to any virtual
image generation system, including virtual reality systems. Thus, while often described
herein in terms of an augmented reality system, the teachings should not be limited
to such systems of such uses.
[0034] Referring to Fig. 2, one embodiment of an augmented reality system 100 constructed
in accordance with present inventions will now be described. The augmented reality
system 100 provides images of virtual objects intermixed with real objects in a field
of view of an end user 50. The augmented reality system 100, and the various techniques
taught herein, may be employed in applications other than augmented reality. For example,
various techniques may be applied to any projection or display system. Or, the various
techniques described herein may be applied to pico projectors where movement may be
made by an end user's hand rather than the head. Thus, while often described herein
in terms of an augmented reality system, the teachings should not be limited to such
systems of such uses.
[0035] There are two fundamental approaches when operating the augmented reality system
100. In the first approach, referred to as "video see-through," the augmented reality
system 100 captures elements of a real scene, superimposes virtual objects onto the
captured real scene, and presents the composite image to the end user 50 onto a display.
In the second approach, referred to as "optical see-through," the end user 50 directly
sees the real scene through a transparent or semitransparent) display, and the augmented
reality system 100 superimposes virtual objects onto the display over the end user's
view of the real scene.
[0036] More pertinent to the present inventions, the augmented reality system 100 determines
the emotional state of an end user in response to the presentation of stimuli to the
end user in the context of a three-dimensional environment, and performs an action
discernible to the end user 50 in response to the determined emotional state in accordance
with the current objective of the augmented reality system 100, as will be described
in further detail below. In this specification, the term "emotional state" is used
in a way that is meant to cover, but not limited to, what are commonly referred to
as static emotional states, such as "happy," "sad," "frustrated," and so forth.
[0037] The augmented reality system 100 comprises a frame structure 102 worn by an end user
50, a display system 104 carried by the frame structure 102, such that the display
system 104 is positioned in front of the eyes 52 of the end user 50, and a speaker
106 carried by the frame structure 102, such that the speaker 106 is positioned adjacent
the ear canal of the end user 50 (optionally, another speaker (not shown) is positioned
adjacent the other ear canal of the end user 50 to provide for stereo/shapeable sound
control). The display system 104 is designed to sequentially display synthetic image
frames to the end user 50, and in the illustrated embodiment, to present the eyes
52 of the end user 50 with image-wise modulated light that can be comfortably perceived
as virtual content augmentations to physical reality, with high-levels of image quality
and three-dimensional perception, as well as being capable of presenting two-dimensional
content. The display system 104 presents a sequence of frames at high frequency that
provides the perception of a single coherent scene.
[0038] In the illustrated embodiment, the display system 104 comprises a projection subsystem
108 and a partially transparent eyepiece 110 through which the projection subsystem
108 projects images in the field of end user 50. The eyepiece 110 is positioned in
the end user's 50 field of view between the eyes 52 of the end user 50 and an ambient
environment. In the illustrated embodiment, the projection subsystem 108 includes
one or more optical fibers 112 (e.g. single mode optical fiber), each of which has
one end 112a into which light is received and another end 112b from which light is
provided to the partially transparent eyepiece 110. The projection subsystem 108 may
also include one or more light sources 114 that produces the light (e.g., emits light
of different colors in defined patterns), and communicatively couples the light to
the other end 112a of the optical fiber(s) 112. The light source(s) 114 may take any
of a large variety of forms, for instance, a set of RGB lasers (e.g., laser diodes
capable of outputting red, green, and blue light) operable to respectively produce
red, green, and blue coherent collimated light according to defined pixel patterns
specified in respective frames of pixel information or data. Laser light provides
high color saturation and are highly energy efficient.
[0039] The display system 104 may further comprise a scanning device 116 that scans the
optical fiber(s) 112 in a predetermined pattern in response to control signals. Further
details explaining an example of a display system 104 are provided in
U.S. Patent Application Ser. No. 14/212,961, entitled "Display System and Method," which is expressly incorporated herein by
reference. It should be appreciated that although the display system 104 has been
described as being implemented with a scanning fiber technology, it should be appreciated
that the display system 104 may be based on any display technology, e.g., liquid crystal
displays (LCD), digital light processing (DLP) displays, etc.
[0040] Referring back to Fig. 2, the augmented reality system 100 further comprises one
or more sensors 126. The sensor(s) 126 may sense, measure, or collect information
about movements of the head 54 of the end user 50 (e.g., speed, acceleration, and
position) and/or the eye position and inter-ocular distance of the end user 50 (movement,
blinking, and depth of focus) to facilitate the rendering of images of a three-dimensional
environment from the perspective of the point of view of the end user 50, such that
the end user 50 is immersed in the three-dimensional environment.
[0041] More significant to the present inventions, in response to stimuli presented to the
end user 50, the sensor(s) 126 are configured for sensing biometric parameters of
the end user 50 and generating biometric data representative of these sensed biometric
parameters. The stimuli generated by the augmented reality system 100 can be any stimuli
that may evoke a physical reaction by the end user 50. The stimuli may be visually
presented to the end user 50 via the display system 104 and/or aurally presented to
the end user 50 via the speaker(s) 106. The stimuli may even be tactilely presented
to the end user 50 via mechanical actuators (not shown). Each biometric parameter
can be sensed only one time or at a plurality of different times in response to the
presentation of a particular stimulus, with the biometric data being generated each
time the respective biometric parameter is sensed. The biometric data for each biometric
parameter that is sensed may take the form of one or more values. For example, the
biometric data may be a single data value (e.g., in the form of a scalar data value),
a one-dimensional array of data values (e.g., a feature vector), or a two-dimensional
array of data values (e.g., in the form of image data) for each sensed biometric parameter.
[0042] In one case, the stimuli may be related to the manner in which one virtual object
(e.g., a screen) transitions to another virtual object (e.g., another screen). For
example, one screen may instantaneously transition to another screen or one screen
may dissolve into another screen. In this case, different stimuli are ways in which
one screen transitions to another screen, which may evoke different emotions in the
end user 50. For example, the end user 50 may experience satisfaction with the instantaneous
transition between the screens, but experience frustration with the dissolving transition
between the screens.
[0043] In another case, the stimuli may be related to the composition of a virtual object
(e.g., a menu). For example, one type of menu may have square buttons, and another
type of menu may have circular buttons. In this case, different stimuli are different
compositions of a menu, which may evoke different emotions in the end user 50. For
example, the end user 50 may experience relaxation with a menu having square buttons,
but experience boredom with a menu having circular buttons.
[0044] In still another case, the stimuli may be related to the genre of a background musical
piece or a feature thereof. For example, one type of music (e.g., rock) can be played
in the background or another type of music (e.g., classical) may be played in the
background. In this case, different stimuli are different types of music, which may
evoke different emotions in the end user 50. For example, the end user 50 may experience
anxiety with rock music, but experience joy with the classical music.
[0045] In yet another case, the stimuli may be related to the nature of alerts. For example,
one type of alert (e.g., a whooping sound) can be sounded to the end user 50 or another
type of alert (e.g., a blinking light) can be displayed to the end user 50. In this
case, different stimuli are different types of alerts, which may evoke different emotions
in the end user 50. For example, the end user 50 may experience attentiveness with
the whooping sound, but may experience inattentiveness with the blinking light.
[0046] In yet another case, the stimuli may be related to video game or program or a feature
thereof. For example, one type of video game (e.g., action video game) can be presented
to the end user 50, or another type of video game (e.g., strategy video game) can
be presented to the end user 50. In this case, different stimuli are different video
games, which may evoke different emotions in the end user 50. For example, the end
user 50 may experience excitement or a range of different emotions with the action
video game, but experience boredom with the intellectual video game.
[0047] In yet another case, the stimuli may be related to an audio-visual reward presented
to the end user 50 in response to a successful outcome of the end user 50 interacting
with the three-dimensional environment (e.g., when playing a video game), or even
an audio-visual penalty that is presented to the end user 50 in response to an unsuccessful
outcome of the end user 50 interacting with the three-dimensional environment. These
rewards/penalties may vary in length, duration, content, etc., from a simple audio
beep to an elaborate animation. The rewards/penalties may, e.g., feature a dog, a
paperclip, a bunch of dancing goblins, fist bumps or high fives, a slot machine noise,
a scene from a movie, etc.
[0048] In yet another case, the stimuli can even be the ambient light originating from the
three-dimensional environment or a video of the three-dimensional environment within
the field of view of the user 50. In the latter case, a forward-facing camera (not
shown) may be amounted to the frame structure 102 to capture images of the three-dimensional
environment within the field of view of the user 50.
[0049] The generated biometric data will be used to determine the emotional state of the
end user 50 as the end user 50 is presented with the stimuli. Such emotional states
may include, but are not limited to, the seven basic emotions, such as anger, contempt,
disgust, fear, happiness, sadness, and surprise, although there may be other emotional
states, such as confusion, shame, attentiveness, exhaustion, relaxation, frustration,
boredom, embarrassment.
[0050] Each biometric parameter may take the form of any parameter related to a physical
reaction indicative of the end user's 50 emotional state. The best physical indicator
of the emotional state of the end user 50 is the facial expression of the end user
50. Facial expressions of a human are caused by the movement of muscles that connect
to the skin and fascia in the face. These muscles move the skin, creating lines and
folds and causing the movement of facial features, such as the mouth and eyebrows.
[0051] The emotion of fear is typically expressed by eyebrows squeezed together to form
a crease, tight and straightened eyelids, and a slightly lowered head with eyes looking
through the lowered brow. The facial expression is tense and strained. The emotion
of contempt is typically expressed by a unilateral (one-sided) expression, with one
lip corner pulled up and back, with the eyes on a neutral position. The emotion of
disgust may be expressed by pulled down eyebrows, wrinkled nose, and upper lip pulled
up with lips staying loose. The emotion of fear is typically expressed by widened
eyes, slanted eyebrows that go upward, and slightly open mouth. The emotion of happiness
is typically expressed by a smile (upward lifting of the corners of the mouth), pushed
up cheeks, crescent-shaped eyes, showing teeth, and crow's feet around the eyes. The
emotion of sadness is typically expressed by a frown, upward slanting of the eyebrows,
and downward drooping face. The emotion of surprise is typically expressed by widened
eyes and gaping mouth, and bigger pupils. The emotion of confusion is typically expressed
by scrunching of the forehead and nose, one raised eyebrow, and lips pursed together.
The emotion of shame is typically expressed by downward turned eyes, downward facing
head, and frowning or with a neutral mouth (downlifting or no lifting of the corners
of the mouth). The emotion of attentiveness is typically expressed by fixation of
eyes if the person is focused on an object, or upward looking eyes or eyes averted
to one side with less blinking if the person is focused on a thought. The emotion
of exhaustion is typically expressed with half-open eyelids, but raised eyebrows.
The emotion of relaxation is typically expressed with a slight smile and slightly
closed eyelids. The emotion of frustration is typically expressed by inward slanting
eyebrows that are squeezed into a wrinkle, raised chin, lips pressed together, mouth
twisted to one side, and a crease on the cheek. The emotion of boredom is typically
expressed by half-open eyelids, raised eyebrows, and a slightly puckered side placement
of the mouth. The emotion of embarrassment is typically expressed by a forced smile,
which is a grin made without lifting the corners of the mouth, and blushing.
[0052] As such, each biometric parameter is related to bodily features involved in facial
expression, including, but not limited to, an attitude (or shape) of the mouth, crow's
feet around the eyes, eyebrow angle, and eye movements, although biometric parameters
related to bodily features not involved in facial expressions, such as hunching of
shoulders, respiration rate, heart rate, body temperature, blood pressure, frequency
and/or location of hand movements, and frequency and/or location of body twitches,
may be used.
[0053] Micro-expressions are the facial expressions that flash on a person's face for a
fraction of a second, and can help determine the true feelings or emotions of a human.
The fundamental characteristics of a micro-expression are involuntary leakage and
fast speed through the mouth, eye movements, and eyebrows, and are often used to determine
whether a person is being truthful or not. Typically, the emotional state of a person
who is lying will be one of distress, characterized by the eyebrows being drawn upwards
towards the idle of the forehead, causing short lines to appear across the skin of
the forehead, and tensing and pursing of the lips, movements of eyes up and to the
left or right, rapid eye blinking, etc.
[0054] The sensor(s) 126 may include image capture devices (such as cameras), microphones,
inertial measurement units, accelerometers, compasses, GPS units, radio devices, and/or
gyros. For example, the sensor(s) 126 may include a pair of rearward facing cameras
mounted to the frame structure 102 for tracking the physical facial reactions of the
end user 50, including the attitude of the mouth, facial wrinkles, including crow's
feet around the eyes, eyebrow angle, and elapsed time between eye movements. Movement,
blinking, and depth of focus of the eyes 52 of the end user 50 can be discerned by
projecting light at the eyes 52, and detecting the return or reflection of at least
some of that projected light. Further details discussing eye tracking devices are
provided in U.S. Patent Application Ser. No. xx/xxx,xxx (Attorney Docket No. ML-30006-US),
entitled "Display System and Method," U.S. Patent Application Ser. No. xx/xxx,xxx
(Attorney Docket No. ML-30017-US), entitled "Methods and System for Creating Focal
Planes in Virtual and Augmented Reality," and U.S. Patent Application Ser. No. xx/xxx,xxx
(Attorney Docket No. ML-30005-US), entitled "System and Method for Augmented and Virtual
Reality," which are expressly incorporated herein by reference. The sensor(s) 126
may include accelerometers mounted to the relevant body part of the end user 50 for
tracking the frequency and/or location of hand movements, frequency and/or location
of body twitches, and shoulder hunches. The sensor(s) 126 may include conventional
vital sign sensors for sensing the respiration rate, heart rate, body temperature,
and blood pressure of the end user 50.
[0055] The augmented reality system 100 comprises an emotional state determination module
128 configured for determining the emotional state of the end user 50 based on the
biometric data generated by the sensor(s) 126, and in particular, interpreting the
generated biometric data as a specific emotional state. To assist the emotional state
determination module 128, the augmented reality system 100, in the illustrated embodiment,
further comprises an emotional state database 130 configured for storing an emotional
state profile for the end user 50, which correlates reference biometric data for the
relevant biometric parameters sensed by the sensor(s) 126 to one or more emotional
states. In the illustrated embodiment, the emotional state determination module 128
interprets the biometric data generated by the sensor(s) 126 as a specific emotional
state of interest by comparing the currently generated biometric data to the reference
biometric data that has been correlated to the specific emotional state of interest
in the emotional state profile of the end user 50, e.g., using a pattern recognition
analysis.
[0056] For example, for the emotion of joy, reference biometric data (e.g., biometric data
related to the attitude of the mouth of the end user 50 and the crow's feet around
the eyes 52 of the end user 50) known to indicate happiness by the particular end
user 50 may be stored in the emotional state database 130. Reference biometric data
correlated to other emotional states of the end user 50 may also be stored in the
emotional state database 130. Thus, the emotional state determination module 128 may
compare the currently generated biometric data to the corresponding reference biometric
data stored in the emotional state database 130, and determine that the end user 50
is in the emotional state correlated to this reference biometric data if there is
a match, and determining that the end user 50 is not in this emotional state if there
is not a match.
[0057] As will be described in further detail below, the emotional state profile can be
customized to the end user 50 over time, e.g., during a training session in which
several different types of stimuli can be presented to the end user 50 and biometric
parameters relevant to the emotional states of interest can be sensed in order to
learn the biometric data unique to the emotional states experienced by the end user
50. Thus, as biometric data is gathered over time, an emotional state profile is built
up for the end user 50, which matches his or her personal and individual bodily expressions
to the likely emotional state that is reflected by them, thus progressively enabling
more accurate analysis of the emotional states for the end user 50. The custom emotional
state profile can be used to determine what emotional state the end user 50 is in
response to any stimulus. For example, the custom emotional state profile may be built
up as the end user 50 is playing a video game, and then subsequently used to determine
the emotional state of the end user 50 when playing a completely different video game
or even in response to non-video game stimuli.
[0058] In addition to using biometric data, the emotional state determination module 126
may use non-biometric data to aid in determining the emotional state of the end user
50 in response to the stimuli. For example, the duration that the end user 50 interacts
with the three-dimensional environment (e.g., the period of time or the number of
times the stimuli is presented to the end user) may be tracked while the stimuli is
presented to the end user 50. If the end user 50 is playing the video game for a long
time, the biometric data generated during this time is a very good indication that
the emotional state of the end user 50 happiness. This biometric data can then be
stored in the custom emotional state profile and correlated to an emotional state
of happiness. In contrast, if the end user 50 plays the video game for a short time,
the biometric data generated during this time is a very good indication that the emotional
state of the end user 50 is boredom. This biometric data can then be ignored, or even
stored in the custom emotional state profile and correlated to an emotional state
of boredom.
[0059] It should be appreciated that multiple biometric parameters may need to be sensed
in order for the pattern recognition analysis of the generated biometric data to reveal
a specific emotional state. For example, it is known that a person who experiences
happiness will smile. It is also known that a person that is not experiencing happiness
may fake a smile. However, a person who is truly experiencing happiness will have
crow's feet around the eyes. Thus, if the biometric data obtained from the sensor(s)
126 indicates that the end user 50 is smiling and has crow's feet, the emotional state
determination module 128 may determine that the end user 50 is, in fact, experiencing
happiness. However, if the biometric data obtained from the sensor(s) 126 indicates
that the end user 50 is smiling, but does not have crow's feet, the emotional state
determination module 128 may determine that the end user 50 is, in fact, not experiencing
happiness.
[0060] The manner in which the emotional state determination module 128 compares the currently
generated biometric data to the reference biometric data will depend on the nature
of the biometric data.
[0061] If the currently generated data for a particular biometric parameter takes the form
of a scalar data value, the reference biometric data corresponding to that particular
biometric parameter may take the form of one or more value ranges. For example, if
the biometric parameter is the attitude of the mouth of the end user 50, and happiness
is the relevant emotional state, the value range may be a distance range corresponding
to the how much the corners of the mouth must be upturned in millimeters to indicate
a smile for the end user 50 when known to be happy. Multiple distance ranges, indicating
the extent of a smile, may be used. For example, a distance range of 5-10mm may indicate
a slight smile, a distance range of 10-20mm may indicate a medium smile, and a range
of greater than 20mm may indicate a full smile. The currently generated biometric
data value may then be compared to the reference biometric value range(s) for that
particular biometric parameter by determining if biometric data value falls within
the reference biometric value range, or if there are multiple reference metrical value
ranges, which range the biometric data value falls in to, if any. Thus, whether or
not the biometric data value falls within a particular reference biometric value range
will dictate, at least in part, a match between the currently generated biometric
data and the reference biometric data.
[0062] If the currently generated data for a particular biometric parameter takes the form
of a multi-dimensional data vector (e.g., image data), the reference biometric data
corresponding to that particular biometric parameter may take the form of a multi-dimensional
array of data and one or more correlation data ranges. For example, if the biometric
parameter is the crow's feet around the eyes of the end user 50, and happiness is
the relevant emotional state, the pertinent portion of the reference data array coinciding
with the crow's feet may comprise image data of the end user 50 when known to be happy.
The currently generated biometric data vector may then be compared to the reference
data array using a suitable data array comparison function, such as a Pearson Correlation
Coefficient function or a least squares based function, which yields a coefficient
(e.g., in the range of -1 to 1). This coefficient can then be compared to the reference
correlation data range to determine whether it falls within the reference correlation
range. Multiple coefficient ranges, indicating the extent of a crow's feet, may be
used, in which case, the coefficient can be compared to the multiple reference correlation
data ranges to determine which range the coefficient falls into, if any. For example,
a coefficient of .5-.7 may indicate slight crow's feet, a coefficient of .7-.85 may
indicate medium crow's feet, and a coefficient greater than .85 may indicate full
crow's feet. Thus, whether or not the coefficient falls within a particular reference
correlation data range will dictate, at least in part, a match between the currently
generated biometric data and the reference biometric data.
[0063] If multiple biometric parameters are used to determine whether or not the end user
50 is in a specific emotional state, a function of the comparisons between the currently
generated biometric data and the respective reference biometric data for the respective
biometric parameters can be used by the emotional state determination module 128 to
determine whether the end user 50 is in the corresponding emotional state. In this
case, the currently generated data for the multiple biometric parameters may take
the form of a one-dimensional array (e.g., a feature vector). For example, one scalar
element in the feature vector may be a smile biological parameter, and another scalar
element in the feature vector may be a crow's feet biological parameter.
[0064] In one example, the currently generated biometric data must match the reference biometric
data for all of the relevant biometric parameters (e.g., the currently generated data
value must fall within a reference data range for each of the relevant biometric parameters)
to trigger a determination that the end user 50 is in the corresponding emotional
state. In another example, the currently generated biometric data must match the reference
biometric data for only a majority of the relevant biometric parameters (e.g., the
currently generated data value must fall within a reference data range for each of
a majority of the relevant biometric parameters) to trigger a determination that the
end user 50 is in the corresponding emotional state. The extent to which generated
biometric data for a particular biometric parameter matches the respective reference
biometric data may depend on various factors, including the extent to which the generated
biometric data for other biometric parameters matches the respective reference biometric
data. Classification techniques of pattern recognition may be used to determine if
a particular set of biometric data obtained from a user matches one or more reference
biometric data sets corresponding to one or more emotional states. Examples, of pattern
recognition classifiers, include, by way of nonlimiting example Gaussian mixture models
and artificial neural networks. Furthermore, each relevant biometric parameter for
a particular emotional state may be weighted relative to other relevant biometric
parameters for this emotional state.
[0065] For example, the existence of crow's feet may be weighted higher than the existence
of a smile when determining the emotional state of happiness. For example, if the
coefficient resulting from the comparison of a currently generated biometric data
vector and a reference data array indicative of crow's feet falls within the middle
or highest range (e.g., greater than 0.70), then a match between the currently generated
biometric data indicative of a smile and the reference biometric data may occur if
the currently generated biometric value indicative of a smile falls within any of
the reference data ranges (e.g., value greater than 5mm), thereby triggering a determination
that the emotional state is happiness. In contrast, if the coefficient resulting from
the comparison of a currently generated biometric data vector and a reference data
array indicative of crow's feet falls within the lowest range (e.g., greater than
0.5-0.7), then a match between the currently generated biometric data indicative of
a smile and the reference biometric data may only occur if the currently generated
biometric value indicative of a smile falls within the highest reference data range
(e.g., value greater than 20mm), thereby triggering a determination that the emotional
state is happiness.
[0066] The augmented reality system 100 further comprises a control subsystem that may take
any of a large variety of forms. The control subsystem includes a number of controllers,
for instance one or more microcontrollers, microprocessors or central processing units
(CPUs), digital signal processors, graphics processing units (GPUs), other integrated
circuit controllers, such as application specific integrated circuits (ASICs), programmable
gate arrays (PGAs), for instance field PGAs (FPGAs), and/or programmable logic controllers
(PLUs).
[0067] In the illustrated embodiment, the augmented reality system 100 comprises a central
processing unit (CPU) 132, a graphics processing unit (GPU) 134, and one or more frame
buffers 136. The CPU 132 controls overall operation, while the GPU 134 renders frames
(i.e., translating a three-dimensional environment into a left and right eye imagery)
from three-dimensional data stored in the remote data repository 150 and stores these
frames in the frame buffer(s) 136. While not illustrated, one or more additional integrated
circuits may control the reading into and/or reading out of frames from the frame
buffer(s) 136 and operation of the scanning device of the display system 104. Reading
into and/or out of the frame buffer(s) 146 may employ dynamic addressing, for instance,
where frames are over-rendered. The augmented reality system 100 further comprises
a read only memory (ROM) 138 and a random access memory (RAM) 140. The augmented reality
system 100 further comprises a three-dimensional data base 142 from which the GPU
134 can access three-dimensional data of one or more scenes for rendering frames.
[0068] Significant to the present inventions, the CPU 132 instructs the display system 104
and/or speaker 106 to present the afore-mentioned stimuli to the end user 50 in the
context of the three-dimensional environment, and performs a subsequent action discernible
to the end user 50 in response to the determined emotional state in accordance with
the current objective of the augmented reality system 100.
[0069] In one embodiment, the current objective of the augmented reality system 100 may
be to evoke a desired emotional state in the end user 50 for a desired duration. In
another embodiment, the current objective of the augmented reality system 100 may
be to not evoke an undesired emotional state in the end user 50 for a desired duration.
In still another embodiment, the current objective of the augmented reality system
100 may be to evoke a plurality of different desired emotional states in the end user
50 for a desired duration. The desired duration may be, e.g., one time in a relevant
period of time, a plurality of times in a relevant period of time, or continuously
over a relevant period of time. For example, the current objective of the augmented
reality system 100 may be to evoke happiness in the end user 50 one time in a relevant
period of time, evoke happiness in the end user 50 several times in a relevant period
of time, or continuously evoke happiness in the end user 50 over a relevant period
of time. Or, the current objective of the augmented reality system 100 may be to not
evoke boredom in the end user 50 even for one time in a relevant period of time, not
evoke boredom in the end user 50 several times in a relevant period of time, or not
continuously evoke boredom in the end user 50 over the relevant period of time. Or,
the current objective of the augmented reality system 100 may be to alternately evoke
happiness and surprise in the end user 50 in a relevant period of time.
[0070] The action performed by the augmented reality system 100 will depend on whether the
end user 50 is determined to be or not be in the relevant emotional state, and whether
this relevant emotional state is consistent with the current objective of the augmented
reality system 100.
[0071] For example, if the end user 50 is determined to be in a specific emotional state
(e.g., happiness or surprise) for the desired duration (e.g., the end user 50 is determined
to be happy or surprised several times in the relevant period of time), which specific
emotional state is consistent with the desired emotional state (e.g., happiness or
surprise), the action performed by the augmented reality system 100 may be to subsequently
make the stimulus that evoked this emotional state more available to the end user
50. In contrast, if the end user 50 is determined to not be in this specific emotional
state for the desired duration (e.g., the end user 50 is determined to not be happy
or surprised several times in the relevant period of time), the action performed by
the augmented reality system 100 may be to subsequently make the stimulus that did
not evoke this emotional state less available to the end user 50.
[0072] As another example, if the end user 50 is determined to not be in a specific emotional
state (e.g., sadness or frustration) for the desired duration (e.g., the end user
50 is determined to not be sad or frustrated at any time in the relevant period of
time), which specific emotional state is consistent with the undesired emotional state
(e.g., sadness or frustration), the action performed by the augmented reality system
100 may be to subsequently make the stimulus that evoked this emotional state more
available to the end user 50. In contrast, if the end user 50 is determined to be
in this specific emotional state for the desired duration (e.g., the end user 50 is
determined to be sad or frustrated at least one time in the relevant period of time),
the action performed by the augmented reality system 100 may be to subsequently make
the stimulus that did not evoke this emotional state less available to the end user
50.
[0073] As still another example, if the end user 50 is determined to be in a plurality of
different emotional states (e.g., alternating happiness and surprise) for the desired
duration (e.g., several times for each of these emotional states for the relevant
period of time), which different emotional states are consistent with the desired
emotional states (e.g. alternating happiness and surprise), the action performed by
the augmented reality system 100 may be to subsequently make the stimulus that evoked
this emotional state more available to the end user 50. In contrast, if the end user
50 is determined to not be in these different emotional states for the desired duration,
the action performed by the augmented reality system 100 may be to subsequently make
the stimulus that did not evoke this emotional state less available to the end user
50.
[0074] Thus, stimuli, such as video games, programs, background music, rewards, alerts,
features thereof, etc., may be optimized, thereby promoting increased use of the augmented
reality system 100.
[0075] For example, assume that the current objective of the augmented reality system 100
is to maximize the happiness of the end user 50 with respect to video games. If, in
response to a stimulus presented in the form of a video game, the emotional state
of the end user 50 is determined to be happiness or excitement a sufficient number
of times during a relevant portion of the video game, then the subsequent action performed
by the CPU 132 may be to subsequently make the video game more available to the end
user 50, e.g., by subsequently presenting the same video game to the end user 50 or
otherwise maintaining the video game at the top of a video game selection menu structure
(e.g., by putting the video game in a favorite's list). In contrast, if the emotional
state of the end user 50 is determined to be frustration or boredom in a single instance
during the relevant portion of the video game, then the subsequent action performed
by the CPU 132 may be to subsequently make the video game less available to the end
user 50, e.g., by subsequently presenting a different video game to the end user 50
or otherwise burying the video game deeper in a video game selection menu structure.
[0076] In a similar manner, assume that the current objective of the augmented reality system
100 is to maximize the happiness of the end user 50 with respect to a specific video
game. If, in response a stimulus presented in the form of a feature of the video game,
the emotional state of the end user 50 is determined to be happiness or excitement
continuously during presentation of the feature, then the subsequent action performed
by the CPU 132 may be to subsequently make the feature of this video game more available
to the end user 50, e.g., by subsequently presenting the same feature to the end user
50 or otherwise increasing the probability that this same feature will be presented
to the end user 50 during the video game. In contrast, if the emotional state of the
end user 50 is determined to be frustration or boredom in a single instance during
presentation of the feature, then the subsequent action performed by the CPU 132 may
be to subsequently make the feature of this video game less available to the end user
50, e.g., by eliminating this feature from the video game or otherwise decreasing
the probability that this same feature will be presented to the end user 50 during
the video game.
[0077] Assume that the current objective of the augmented reality system 100 is to evoke
desired emotional states in the end user 50 during pertinent portions of a video game
by optimizing the soundtrack to the video game. The objective may be to make the end
user 50 feel tense or to feel a sense of wonder, or all different types of emotions
during selected portions of the video game. The tempo, pitch, rhythm, instrumentation,
whether or not to include a particular instrument (e.g., guitar), sound of a particular
instrument (e.g., drum beat), the order in which segments are played, etc. may be
optimized. For example, if, in response to a stimulus presented in the form of a soundtrack,
the emotional state of the end user 50 is determined to be excitement during a portion
of the video game where excitement in the end user 50 is intended, the CPU 132 may
maintain this portion of the soundtrack as is the next time the end user 50 encounters
this portion of the video game. In contrast, if the emotional state of the end user
50 is determined to be boredom during that portion of the video game, the CPU 132
may modify that portion of the soundtrack the next time the end user 50 encounter
this portion of the video game. As this process happens over and over again, subtle
changes are introduced into how the soundtrack is played during the video game. The
changes in the soundtrack and corresponding emotional states of the end user 50 may
be tracked, such that the changes in the soundtrack are gradually optimized for the
best match between the actual emotional state of the end user 50 and the desired emotional
state of the end user 50 during the video game.
[0078] Assume that the current objective of the augmented reality system 100 is to maximize
the happiness of the end user 50 with respect to reward given for a successful outcome
as a result of the end user 50 interacting with a video game. If, in response to a
stimulus presented in the form of an animated reward, the emotional state of the end
user 50 is determined to be happiness in a single instance, then the CPU 132 may subsequently
make the same animation more available to the end user 50, e.g., by presenting the
same animation to the end user 50 or otherwise increasing the possibility that the
same animation will be presented to the end user 50 in response to the next successful
outcome in interacting with video game. In contrast, if the emotional state of the
end user 50 is determined to be frustration or boredom in a single instance, then
the CPU 132 may subsequently make the same animation less available to the end user
50, e.g., by presenting a different animation as a reward or otherwise decreasing
the possibility that the same reward will be presented to the end user 50 in response
to the next successful outcome in interacting with the video game. In this manner,
the reward may be optimized by modifying it until the end user 50 experiences maximum
happiness when given rewards.
[0079] Assume that the current objective of the augmented reality system 100 is to maximize
happiness or relaxation with respect to background music. Since music is a matter
of taste, reactions to different music will vary; a piece of music can elicit different
emotions from various listeners. If, in response to a stimulus presented in the form
of a particular musical piece, the emotional state of the end user 50 is determined
to be happiness or relaxation continuously during the musical piece, then the CPU
132 may subsequently make that musical piece more available to the end user 50, e.g.,
by including that musical piece in a list that is played in rotation. The CPU 132
may even include musical pieces in the list in the same genre as the musical piece
that made the end user 50 happy or relaxed. For example, if the musical piece was
classical, then the CPU 132 may include other classical music in the list. In contrast,
if the emotional state of the end user 50 is determined to be sadness, frustration,
or boredom in a single instance, then the CPU 132 may subsequently make that musical
piece less available to the end user 50, e.g., by excluding that musical piece form
the at least that is played in rotation. The CPU 132 may even exclude musical pieces
from the list in the same genre as the musical piece that made the end user 50 sad,
frustrated, or bored. For example, if the musical piece was rock, then the CPU 132
may exclude all rock from the list.
[0080] Assume that the current objective of the augmented reality system 100 is to evoke
a variety of vastly different emotions in the end user 50 with respect to a movie.
If, in response to a stimulus in the form of a particular comedy/suspense movie, the
end user 50 is determined to experience a range of different emotions from happiness
to sadness to surprise, then the CPU 130 may subsequently make that movie or similar
movies more available to the end user 50. In contrast, if the end user 50 is determined
to not experience a range of different emotions, but rather experiences boredom, then
the CPU 130 may subsequently make that movie or similar movies less available to the
end user 50, and may even present a completely different movie to the end user 50.
[0081] Thus, the CPU 132 may automatically present to the end user 50 of what is liked and
less of what is not liked. The CPU 132 hides a "non-pleasing" experience from the
"non-pleased" end user 50, and makes other experiences more available to the end user
50 according to how these experiences please him or her.
[0082] The current objective of the augmented reality system 100 may not be limited to evoking
emotional states that provide the end user 50 with a more pleasurable experience when
interacting with the three-dimensional environment. For example, the current objective
of the augmented reality system 100 may be to quickly get the end user 50 to a state
of attention via an alert signal. If, in response to a stimulus in the form of a particular
alert signal (such as a blinking light), the end user 50 quickly becomes attentive,
then the CPU 130 may subsequently make the same alert signal more available to the
end user 50, e.g., by subsequently presenting the blinking light to the end user 50
or otherwise increasing the possibility that the blinking light will be presented
to the end user 50 each time it is desired to alert the end user 50. In contrast,
if the end user 50 does not become quickly attentive or does not become attentive
at all, then the CPU 130 may subsequently make the same alert signal less available
to the end user 50, e.g., by subsequently presenting a different alert signal (e.g.,
a whooping sound) or otherwise decreasing the possibility that the blinking light
will be presented to the end user 50 the next time it is desired to alert the end
user 50.
[0083] The current objective of the augmented reality system 100 is not limited to evoking
one or more specific emotional states in the end user 50 when interacting with the
three-dimensional environment. For example, the current objective of the augmented
reality system 100 may be to beat the end user 50 at a strategy video game, e.g.,
a video poker game having one or more simulated players that play against the end
user 50. During the video poker game, e.g., right after the cards are initially dealt
to the end user 50 and simulated players, the specific emotional state of the end
user 50 may be determined, and the CPU 130 may make a game move using the specific
emotional state determination against the end user 50. In this case, the specific
emotional state of the end user 50 that is determined is one that indicates whether
or not the end user 50 is bluffing, and the game move made by the CPU 130 is playing
cards against the end user 50 using the determination of whether or not the end user
50 is bluffing against the end user 50. Thus, the simulated players have the advantage
of sensing when the end user 50 is bluffing. By interacting with the poker game simulator,
the end user 50 will learn to have a more convincing "poker face" when playing an
actual poker game.
[0084] The current objective of the augmented reality system 100 may be as simple as attempting
to determine whether the end user 50 is lying. For example, if, in response to a stimulus
in the form of a question, it is determined that the end user 50 is experiencing an
emotional state that indicates that the end user 50 is lying, the CPU 132 may inform
the end user 50 that he or she is lying. In contrast, if it is determined that the
end user 50 is experiencing an emotional state that indicates that the end user 50
is being truthful, the CPU 132 will inform the end user 50 that he or she is telling
the truth. As a game or a training device, the end user 50 may intentionally lie in
an attempt to fool the lie detector.
[0085] Assume that the current objective of the augmented reality system 100 is determine
which one of a plurality of objects the end user 50 is thinking of. For example, if,
in response to a stimulus in the form of presenting various objects, such as several
playing cards, it is determined that the end user 50 is experiencing an emotional
state that indicates that the end user 50 is focusing on a particular playing card,
the CPU 132 will inform the end user 50 which playing card the end user 50 is thinking
about, e.g., the queen of hearts.
[0086] Assume that the current objective of the augmented reality system 100 is to make
the end user 50 laugh as in a "stare-until-laughing" game. If, in response to a stimulus
in the form of displaying an object that is likely to evoke laughter from the end
user 50, such as a funny face, the emotional state of the end user 50 is determined
to be one "tending towards" laughing, the CPU 132 may modify the funny face to maximize
the signs of impending laughter until the end user 50 experiences a full smile or
laughter. The CPU 132 may modify the funny face in any variety of manners to test
when the end user 50 tends towards laughter.
[0087] The various processing components of the augmented reality system 100 may be physically
contained in a distributed system. For example, as illustrated in Figs. 3a-3d, the
augmented reality system 100 comprises a local processing and data module 144 operatively
coupled, such as by a wired lead or wireless connectivity 146, to the display system
104 and sensors. The local processing and data module 144 may be mounted in a variety
of configurations, such as fixedly attached to the frame structure 102 (Fig. 3a),
fixedly attached to a helmet or hat 56 (Fig. 3b), embedded in headphones, removably
attached to the torso 58 of the end user 50 (Fig. 3c), or removably attached to the
hip 60 of the end user 50 in a belt-coupling style configuration (Fig. 3d). The augmented
reality system 100 further comprises a remote processing module 148 and remote data
repository 150 operatively coupled, such as by a wired lead or wireless connectivity
150, 152, to the local processing and data module 144, such that these remote modules
148, 150 are operatively coupled to each other and available as resources to the local
processing and data module 144.
[0088] The local processing and data module 144 may comprise a power-efficient processor
or controller, as well as digital memory, such as flash memory, both of which may
be utilized to assist in the processing, caching, and storage of data captured from
the sensors and/or acquired and/or processed using the remote processing module 148
and/or remote data repository 150, possibly for passage to the display system 104
after such processing or retrieval. The remote processing module 148 may comprise
one or more relatively powerful processors or controllers configured to analyze and
process data and/or image information. The remote data repository 150 may comprise
a relatively large-scale digital data storage facility, which may be available through
the internet or other networking configuration in a "cloud" resource configuration.
In one embodiment, all data is stored and all computation is performed in the local
processing and data module 144, allowing fully autonomous use from any remote modules.
[0089] The couplings 146, 152, 154 between the various components described above may include
one or more wired interfaces or ports for providing wires or optical communications,
or one or more wireless interfaces or ports, such as via RF, microwave, and IR for
providing wireless communications. In some implementations, all communications may
be wired, while in other implementations all communications may be wireless. In still
further implementations, the choice of wired and wireless communications may be different
from that illustrated in Figs. 3a-3d. Thus, the particular choice of wired or wireless
communications should not be considered limiting.
[0090] In the illustrated embodiment, the emotional state determination module 128 and emotional
state emotional state database 130 are contained in the local processing and data
module 144, while the CPU 132 and GPU 134 are contained in the remote processing module
148, although in alternative embodiments, the CPU 132, GPU 124, or portions thereof
may be contained in the local processing and data module 144. The 3D database 142
can be associated with the remote data repository 150.
[0091] Having described the structure and function of the augmented reality system 100,
one method 200 performed by the augmented reality system 100 to build a custom emotional
profile for an end user 50 will now be described with respect to Fig. 4. First, the
augmented reality system 100 allows the end user 50 to visualize the three-dimensional
environment include both real objects and virtual objects (step 202), e.g., using
a video see-through approach or optical see-through approach. Of course, in the case
where a virtual reality system, instead of the augmented reality system 100, is used,
the entire three-dimensional environment will consist of only virtual objects.
[0092] Next, the augmented reality system 100 directs the display system 104 and/or speaker
106 to visually and/or aurally present a stimulus to the end user 50 in the context
of the three-dimensional environment (step 204). As described above, the stimulus
can be any stimulus that may evoke a physical reaction in the end user 50, e.g., a
video game, program, musical background piece, reward, virtual object, or alert, or
any feature thereof, and may be presented to the end user 50 as a portion of the three-dimensional
environment or in the background of the three-dimensional environment (e.g., as a
reward or penalty), or may be the entirety of the three-dimensional environment, such
as video game or movie.
[0093] Next, the sensor(s) 126 sense at least one biometric parameter of the end user 50
in response to the presented stimulus (step 206). As discussed above, each biometric
parameter may take the form of any parameter related to a physical reaction indicative
of the end user's 50 emotional state. The sensor(s) 126 then generate biometric data
for each of the sensed biometric parameter(s) (step 208). As also discussed above,
the biometric data may, e.g., take the form of one or more values. For example, the
biometric data may be a single scalar data value or a multi-dimensional data vector.
[0094] The emotional state determination module 128 then determines whether the generated
biometric data can be correlated to an emotional state of interest with a particular
confidence level (e.g., 95 percent confidence), e.g., using a pattern recognition
analysis (step 210).
[0095] If the generated biometric data cannot be correlated to the emotional state of interest
with a particular confidence level, steps 204-210 are then repeated for the same stimulus
or for different stimuli (step 212) until the generated biometric data is correlated
to the emotional state of interest (step 214).
[0096] For example, the same stimulus can be repeatedly presented to the end user 50 while
sensing the biometric parameter(s) and generating the biometric data. In this case,
the biometric data generated for each of the sensed biometric parameters over the
iterations will generally be about the same. The duration that the end user 50 interacts
with the three-dimensional environment (e.g., the period of time or the number of
times the stimulus is presented to the end user) may be tracked while the stimulus
is presented to the end user 50, and compared to a threshold duration. If the tracked
duration exceeds the threshold duration, and if the generated biometric data is indicative
of the emotional state of interest, then the generated biometric data may be correlated
to the emotional state of interest.
[0097] For example, if the emotional state of interest is happiness, and the end user 50
is interacting with the three-dimensional environment for a relatively long duration,
it can be assumed that the end user 50 is happy with the experience provided by the
stimulus if the generated biometric data indicates a smile and crow's feet on the
end user 50. As such, the generated biometric data can be correlated to the emotional
state of happiness.
[0098] However, if the end user 50 interacted with the three-dimensional environment for
a relatively short duration, it can be assumed that the end user 50 is not happy with
the experience provided by the stimulus even if the generated biometric data indicates
a smile and crow's feet on the end user 50. As such, the generated biometric data
is not correlated to the emotional state of happiness. Even if the end user 50 interacted
with the three-dimensional environment for a relatively long duration, it can be assumed
that the end user 50 is not happy, but rather frustrated, with the experience provided
by the stimulus if the generated biometric data does not indicate a smile and crow's
feet, but rather inward slanting eyebrows, raised chin, lips pressed together, mouth
twisted to one side, and a crease on the cheek, on the end user 50. As such, the generated
biometric data is not correlated to the emotional state of happiness, and in fact,
may be correlated to the emotional state of frustration.
[0099] As another example, different stimuli can be repeatedly presented to the end user
50 while sensing the biometric parameter(s) and generating the biometric data in order
to determine an emotional trajectory of the end user 50 based on the different emotional
states or the extent of an emotional state that the end user 50 may have in response
to the different stimuli. In this case, the biometric data generated for each sensed
biometric parameter over the iterations will substantially differ from each other.
The emotional state determination module 128 can then select the biometric data that
best matches the specific emotional state that is to be correlated.
[0100] For example, music with a particular tempo may be played to the end user 50 in the
background as the end user 50 is interacting with the three-dimensional environment.
If the generated biometric data reflects that the end user 50 is sad, frustrated,
or bored, the tempo of the music may be increased. If the generated biometric data
then indicates that the end user 50 is not sad, frustrated, or bored, the tempo of
the music may be further increased until the generated biometric data reflects that
the end user 50 has a smile and crow's feet, indicating happiness. The tempo of the
music can be incrementally increased to maximize the smile and crow's feet of the
end user 50. The resulting biometric data can then be correlated to the emotional
state of happiness for the end user 50. A similar technique can be used to determine
the biometric data that indicates maximum happiness by the end user 50, except different
types or styles of music, instead of different tempos of the same music, can be presented
to the end user 50.
[0101] Once the biometric data is correlated to an emotional state of interest at step 214,
then the emotional state determination module 128 derives reference biometric data
from the correlated biometric data (step 216). For example, one or more reference
biometric data ranges, one or more biometric data feature vectors, and/or one or more
reference two-dimensional biometric data array for each sensed biometric parameter
can be derived from the biometric data that has been correlated to the emotional state
of interest. The reference biometric data is then stored in the emotional state profile
of the emotional state database 130 in association with the emotional state of interest
(step 218).
[0102] Next, the emotional state determination module 128 determines whether all emotional
states of interest have been correlated to biometric data and stored in the emotional
state profile (step 218). If not, steps 204-216 are repeated for another emotional
state of interest (step 220). For example, if stimuli likely to evoke emotions of
happiness have been previously presented to the end user 50 during steps 204-218,
then a different emotional state of interest, such as sadness, frustration, or boredom
can be presented to the end user 50 during steps 204-218 and stored in the emotional
state profile along with the corresponding reference biometric data. Thus, the finalized
emotional state profile can contain a plurality of emotional states and corresponding
reference biometric data (step 222), which can be subsequently accessed by the emotional
state determination module 128 to determine the emotional state of the end user 50
in response to different stimuli presented to the end user 50 in the context of any
one of a variety of different three-dimensional environments. For example, even though
stimuli related to playing music is presented to the end user 50 in the context of
a video game to build up the emotional state profile, the emotional state profile
can be accessed to determine whether the end user 50 has any of the stored emotional
states in response to any one of a variety of different stimuli in the context of
a movie.
[0103] Referring now to Fig. 5, one method 300 of operating the augmented reality system
100 will now be described. First, the augmented reality system 100 allows the end
user 50 to visualize the three-dimensional environment consisting of both real objects
and virtual objects (step 302), e.g., using a video see-through approach or optical
see-through approach. Of course, in the case where a virtual reality system, instead
of the augmented reality system 100, is used, the entire three-dimensional environment
will consist of only virtual objects.
[0104] Next, the augmented reality system 100 directs the display system 104 and/or speaker
106 to present a stimulus to the end user 50 in the context of the three-dimensional
environment (step 304). As described above, the stimulus may be presented to the end
user 50 as a portion of the three-dimensional environment or in the background of
the three-dimensional environment (e.g., as a reward or penalty), or may be the entirety
of the three-dimensional environment, such as video game or movie.
[0105] Next, the sensor(s) 126 sense at least one biometric parameter of the end user 50
in response to the presented stimulus (step 306). As discussed above, each biometric
parameter may take the form of any parameter related to a physical reaction indicative
of the end user's 50 emotional state. The sensor(s) 126 then generate biometric data
for each of the sensed biometric parameter(s) (step 308). As also discussed above,
the biometric data may, e.g., take the form of one or more values. For example, the
biometric data may be a single scalar data value, one-dimensional feature vector,
or a multi-dimensional data vector. Each biometric parameter may be sensed at a plurality
of different times in response to the presented stimulus, in which case, the biometric
data will be generated at these different times.
[0106] Next, the emotional state determination module 128 determines if the end user 50
is in at least one specific emotional state based on the generated biometric values,
e.g., by performing a pattern recognition analysis on the generated biometric data
(e.g., by running a classification algorithm, e.g., ANN, Gaussian Mixture evaluation,
etc.) (step 310). This can be accomplished by comparing the generated biometric data
to reference biometric data that has been correlated to the specific emotional state(s).
For example, if the generated biometric data for one of the sensed biometric parameter(s)
is a scalar data value, and the reference biometric data comprises a reference value
range, the generated biometric data may be compared to the reference biometric data
by determining whether the scalar data value falls within the reference biometric
value range. If the generated biometric data for one of the sensed biometric parameter(s)
is a biometric multi-dimensional data vector, and the reference biometric data comprises
a reference multi-dimensional data vector, the generated biometric data may be compared
to the reference biometric data comprises by performing a correlation function between
the generated multi-dimensional data vector and the reference multi-dimensional data
vector.
[0107] In performing the above comparison functions, the emotional state determination module
128 may access the custom (personalized) emotional state profile and retrieve the
reference biometric data corresponding to the specific emotional state(s), compare
the currently generated biometric data to the reference biometric data, and determine
if there is a match between the currently generated biometric data and the reference
biometric data. If there is a match, the emotional state determination module 128
determines that the end user 50 is in the specific emotional state(s), and if there
is not a match, the emotional state determination module 128 determines that the end
user 50 is not in the specific emotional state.
[0108] Next, the CPU 132 performs an action discernible to the end user 50 to facilitate
a current objective at least partially based on if it is determined that the end user
50 is in the specific emotional state(s) (step 312). The current objective may be
any one of a variety of objectives. For example, if the stimulus that evokes a physical
reaction in the end user 50 is a video game, program, musical background piece, reward,
virtual object, or alert, or any feature thereof, the current objective may be to
evoke a desired emotional state in the end user 50 for a desired duration, or to not
evoke an undesired emotional state in the end user 50 for a desired duration, or to
evoke a plurality of different desired emotional states in the end user 50 for a desired
duration. The desired duration can be, e.g., one time in a relevant period of time,
a plurality of times in a relevant period of time, or continuously over a relevant
period of time.
[0109] Assume that the current objective is to evoke a desired emotional state in the end
user for a desired duration, and the specific emotional state(s) is consistent with
the desired emotional state. If the end user 50 is determined to be in the specific
emotional state for the desired duration, the CPU 132 will subsequently make the stimulus
more available to the end user 50, and if the end user 50 is determined to not be
in the specific emotional state for the desired duration, the CPU 132 will subsequently
make the stimulus less available to the end user 50. In contrast, assume that the
current objective is to not evoke an undesired emotional state in the end user 50
for a desired duration, and the specific emotional state(s) is consistent with the
undesired emotional state. If the end user 50 is determined to not be in the specific
emotional state for the desired duration, the CPU 132 will subsequently make the stimulus
more available to the end user 50, and if the end user 50 is determined to be in the
specific emotional state for the desired duration, the CPU 132 will subsequently make
the stimulus less available to the end user 50. In further contrast, assume that the
current objective is to evoke a plurality of different desired emotional states in
the end user for a desired duration, and the specific emotional state(s) is consistent
with the plurality of desired emotional states. If the end user 50 is determined to
be in the plurality of different emotional states for the desired duration, the CPU
132 will subsequently make the stimulus more available to the end user 50, and if
the end user 50 is determined to not be in the plurality of different emotional states
for the desired duration, the CPU 132 will subsequently make the stimulus less available
to the end user 50.
[0110] Of course, the current objective may be different from evoking or not evoking desired
or undesired emotional states in the end user 50. For example, if the stimulus takes
the form of a strategy video game, and the current objective is to beat the end user
at the strategy video game, the CPU may subsequently make a game move using the specific
emotional state determination against the end user 50. For example, if the strategy
video game is a playing card video game having one or more simulated players that
play against the end user, the specific emotional state may be one that indicates
whether or not the end user is bluffing, in which case, the simulated players may
play cards against the end user 50 using knowledge as to whether or not the end user
50 is bluffing. As another example, if the stimulus takes the form of a question presented
to the end user 50, and the current objective is to determine whether or not the end
user is lying in response to the question, the CPU 132 may subsequently inform the
end user 50 whether or not the end user 50 is lying using the specific emotional state
determination. As still another example, if the stimulus takes the form of a plurality
of options presented to the end user 50, and the current objective is to determine
which one of the objects the end user 50 is thinking of, the CPU 132 may subsequently
inform the end user 50 which object the end user 50 is thinking of using the specific
emotional state determination. As yet another example, if the stimulus takes the form
of a simulated face, and the current objective is to make the end user 50 laugh, the
CPU 132 may subsequently determine if the end user 50 is about to laugh using the
specific emotional state determination, and modify the simulated face to make the
end user 50 laugh.
[0111] In the foregoing specification, the invention has been described with reference to
specific embodiments thereof. It will, however, be evident that various modifications
and changes may be made thereto without departing from the broader spirit and scope
of the invention. For example, the above-described process flows are described with
reference to a particular ordering of process actions. However, the ordering of many
of the described process actions may be changed without affecting the scope or operation
of the invention. The specification and drawings are, accordingly, to be regarded
in an illustrative rather than restrictive sense.